class Vector2 {
  constructor(x = 0, y = 0) {
    Object.defineProperty(this, 'isVector2', {value: true})

    this.x = x
    this.y = y
  }

  get width() {
    return this.x
  }

  set width(value) {
    this.x = value
  }

  get height() {
    return this.y
  }

  set height(value) {
    this.y = value
  }

  set(x, y) {
    this.x = x
    this.y = y

    return this
  }

  setScalar(scalar) {
    this.x = scalar
    this.y = scalar

    return this
  }

  setX(x) {
    this.x = x

    return this
  }

  setY(y) {
    this.y = y

    return this
  }

  setComponent(index, value) {
    switch (index) {
      case 0:
        this.x = value
        break
      case 1:
        this.y = value
        break
      default:
        throw new Error('index is out of range: ' + index)
    }

    return this
  }

  getComponent(index) {
    switch (index) {
      case 0:
        return this.x
      case 1:
        return this.y
      default:
        throw new Error('index is out of range: ' + index)
    }
  }

  clone() {
    return new this.constructor(this.x, this.y)
  }

  copy(v) {
    this.x = v.x
    this.y = v.y

    return this
  }

  add(v, w) {
    if (w !== undefined) {
      console.warn('THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.')
      return this.addVectors(v, w)
    }

    this.x += v.x
    this.y += v.y

    return this
  }

  addScalar(s) {
    this.x += s
    this.y += s

    return this
  }

  addVectors(a, b) {
    this.x = a.x + b.x
    this.y = a.y + b.y

    return this
  }

  addScaledVector(v, s) {
    this.x += v.x * s
    this.y += v.y * s

    return this
  }

  sub(v, w) {
    if (w !== undefined) {
      console.warn('THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.')
      return this.subVectors(v, w)
    }

    this.x -= v.x
    this.y -= v.y

    return this
  }

  subScalar(s) {
    this.x -= s
    this.y -= s

    return this
  }

  subVectors(a, b) {
    this.x = a.x - b.x
    this.y = a.y - b.y

    return this
  }

  multiply(v) {
    this.x *= v.x
    this.y *= v.y

    return this
  }

  multiplyScalar(scalar) {
    this.x *= scalar
    this.y *= scalar

    return this
  }

  divide(v) {
    this.x /= v.x
    this.y /= v.y

    return this
  }

  divideScalar(scalar) {
    return this.multiplyScalar(1 / scalar)
  }

  applyMatrix3(m) {
    const x = this.x,
      y = this.y
    const e = m.elements

    this.x = e[0] * x + e[3] * y + e[6]
    this.y = e[1] * x + e[4] * y + e[7]

    return this
  }

  min(v) {
    this.x = Math.min(this.x, v.x)
    this.y = Math.min(this.y, v.y)

    return this
  }

  max(v) {
    this.x = Math.max(this.x, v.x)
    this.y = Math.max(this.y, v.y)

    return this
  }

  clamp(min, max) {
    // assumes min < max, componentwise

    this.x = Math.max(min.x, Math.min(max.x, this.x))
    this.y = Math.max(min.y, Math.min(max.y, this.y))

    return this
  }

  clampScalar(minVal, maxVal) {
    this.x = Math.max(minVal, Math.min(maxVal, this.x))
    this.y = Math.max(minVal, Math.min(maxVal, this.y))

    return this
  }

  clampLength(min, max) {
    const length = this.length()

    return this.divideScalar(length || 1).multiplyScalar(Math.max(min, Math.min(max, length)))
  }

  floor() {
    this.x = Math.floor(this.x)
    this.y = Math.floor(this.y)

    return this
  }

  ceil() {
    this.x = Math.ceil(this.x)
    this.y = Math.ceil(this.y)

    return this
  }

  round() {
    this.x = Math.round(this.x)
    this.y = Math.round(this.y)

    return this
  }

  roundToZero() {
    this.x = this.x < 0 ? Math.ceil(this.x) : Math.floor(this.x)
    this.y = this.y < 0 ? Math.ceil(this.y) : Math.floor(this.y)

    return this
  }

  negate() {
    this.x = -this.x
    this.y = -this.y

    return this
  }

  dot(v) {
    return this.x * v.x + this.y * v.y
  }

  cross(v) {
    return this.x * v.y - this.y * v.x
  }

  lengthSq() {
    return this.x * this.x + this.y * this.y
  }

  length() {
    return Math.sqrt(this.x * this.x + this.y * this.y)
  }

  manhattanLength() {
    return Math.abs(this.x) + Math.abs(this.y)
  }

  normalize() {
    return this.divideScalar(this.length() || 1)
  }

  angle() {
    // computes the angle in radians with respect to the positive x-axis

    const angle = Math.atan2(-this.y, -this.x) + Math.PI

    return angle
  }

  distanceTo(v) {
    return Math.sqrt(this.distanceToSquared(v))
  }

  distanceToSquared(v) {
    const dx = this.x - v.x,
      dy = this.y - v.y
    return dx * dx + dy * dy
  }

  manhattanDistanceTo(v) {
    return Math.abs(this.x - v.x) + Math.abs(this.y - v.y)
  }

  setLength(length) {
    return this.normalize().multiplyScalar(length)
  }

  lerp(v, alpha) {
    this.x += (v.x - this.x) * alpha
    this.y += (v.y - this.y) * alpha

    return this
  }

  lerpVectors(v1, v2, alpha) {
    this.x = v1.x + (v2.x - v1.x) * alpha
    this.y = v1.y + (v2.y - v1.y) * alpha

    return this
  }

  equals(v) {
    return v.x === this.x && v.y === this.y
  }

  fromArray(array, offset) {
    if (offset === undefined) offset = 0

    this.x = array[offset]
    this.y = array[offset + 1]

    return this
  }

  toArray(array, offset) {
    if (array === undefined) array = []
    if (offset === undefined) offset = 0

    array[offset] = this.x
    array[offset + 1] = this.y

    return array
  }

  fromBufferAttribute(attribute, index, offset) {
    if (offset !== undefined) {
      console.warn('THREE.Vector2: offset has been removed from .fromBufferAttribute().')
    }

    this.x = attribute.getX(index)
    this.y = attribute.getY(index)

    return this
  }

  rotateAround(center, angle) {
    const c = Math.cos(angle),
      s = Math.sin(angle)

    const x = this.x - center.x
    const y = this.y - center.y

    this.x = x * c - y * s + center.x
    this.y = x * s + y * c + center.y

    return this
  }

  random() {
    this.x = Math.random()
    this.y = Math.random()

    return this
  }
}

export {Vector2}
